mirror of
https://github.com/PHIDIAS0303/ExpCluster.git
synced 2025-12-27 11:35:22 +09:00
83 lines
3.7 KiB
Lua
83 lines
3.7 KiB
Lua
--[[
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Explosive Gaming
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This file can be used with permission but this and the credit below must remain in the file.
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Contact a member of management on our discord to seek permission to use our code.
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Any changes that you may make to the code are yours but that does not make the script yours.
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Discord: https://discord.gg/XSsBV6b
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The credit below may be used by another script do not remove.
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]]
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local credits = {{
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name='Gui Input Handler',
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owner='Explosive Gaming',
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dev='Cooldude2606',
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description='Handles all gui inputs',
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factorio_version='0.15.23',
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show=false
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}}
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local function credit_loop(reg) for _,cred in pairs(reg) do table.insert(credits,cred) end end
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--Please Only Edit Below This Line-----------------------------------------------------------
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local add_input = ExpGui.add_input
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local inputs = ExpGui.inputs
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--allows defining of new buttons;;name how to call button;;default_display what is showen on the button;;default_tooltip the tooltip display;;event function(player,element) that runs on click
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function add_input.button(name,default_display,default_tooltip,event)
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if not name then error('Button requires a name') end
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table.insert(inputs.buttons,{name,default_display,default_tooltip,event})
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end
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--allows defining of text box inputs;;name how to call button;;default_display what is showen on the button;;event function(player,element) that runs on text change
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function add_input.text(name,default_display,event)
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if not name then error('Text Filed requires a name') end
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table.insert(inputs.text,{name,default_display,event})
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end
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--draws the button into a gui;;frame the frame to draw to;;name name of button to draw;;display(opptinal) overides the default;;tooltip(opptinal) overides the default
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function add_input.draw_button(frame,name,display,tooltip)
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if not frame or not frame.valid then error('No frame to draw to') end
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if not name then error('No button to draw') end
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for _,btn in pairs(inputs.buttons) do
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if btn[1] == name then
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local display = display or btn[2] or btn[1]
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local tooltip = tooltip or btn[3]
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if frame.gui.is_valid_sprite_path(display) then
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frame.add{name=name, type = "sprite-button", sprite=display, tooltip=tooltip, style = mod_gui.button_style}
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else
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frame.add{name=name, type = "button", caption=display, tooltip=tooltip, style = mod_gui.button_style}
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end return
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end
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end
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error('No Button By The Name Of '..name)
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end
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--draws the text into a gui;;frame the frame to draw to;;name name of button to draw;;display(opptinal) overides the default;;tooltip(opptinal) overides the default
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function add_input.draw_text(frame,name,display)
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if not frame or not frame.valid then error('No frame to draw to') end
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if not name then error('No text filed to draw') end
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for _,text in pairs(inputs.text) do
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if text[1] == name then
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local display = display or text[2] or text[1]
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frame.add{name=name, type='textfield', text=display}
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break
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end
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end
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end
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--the magic behind the buttons
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Event.register(defines.events.on_gui_click, function(event)
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local player = game.players[event.player_index]
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if event.element.type == 'button' or event.element.type == 'sprite-button' then
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for _,btn in pairs(inputs.buttons) do
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if btn[1] == event.element.name then
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if btn[4] then btn[4](player,event.element) else rank_print('Button Without Function '..btn[1],'Mod') end break
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end
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end
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end
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end)
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--the magic behind the text inputs
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Event.register(defines.events.on_gui_text_changed, function(event)
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local player = game.players[event.player_index]
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for _,text in pairs(inputs.text) do
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if text[1] == event.element.name then
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if text[3] then text[3](player,event.element) end break
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end
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end
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end)
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--Please Only Edit Above This Line-----------------------------------------------------------
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return credits |